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图学学报 ›› 2024, Vol. 45 ›› Issue (6): 1349-1363.DOI: 10.11996/JG.j.2095-302X.2024061349

• 计算机图形学与虚拟现实 • 上一篇    下一篇

虚拟现实中场景和时间对用户空间方向认知的影响

任洋甫1,2,3(), 于歌4, 傅月瑶1, 胥森哲5, 何煜4, 王巨宏6, 张松海2,3,1()   

  1. 1.清华大学计算机科学与技术系,北京 100084
    2.青海大学计算机技术与应用学院,青海 西宁 810016
    3.青海省智能计算与应用实验室,青海 西宁 810016
    4.中国科学院空间应用工程与技术中心,北京 100094
    5.清华大学数学科学中心,北京 100084
    6.深圳市腾讯计算机系统有限公司,广东 深圳 518057
  • 收稿日期:2024-07-05 接受日期:2024-10-08 出版日期:2024-12-31 发布日期:2024-12-24
  • 通讯作者:张松海(1978-),男,副教授,博士。主要研究方向为计算机图形学与虚拟现实、图像/视频处理。E-mail:shz@tsinghua.edu.cn
  • 第一作者:任洋甫(1988-),男,博士研究生。主要研究方向为计算机图形学与虚拟现实。E-mail:ryf21@mails.tsinghua.edu.cn
  • 基金资助:
    国家重点研发计划项目(2021ZD0112902);国家自然科学基金(62132012);北京市科技计划项目(Z221100007722001);清华-腾讯互联网创新技术联合实验室项目

The impact of scenery and time on spatial orientation cognition in virtual reality

REN Yangfu1,2,3(), YU Ge4, FU Yueyao1, XU Senzhe5, HE Yu4, WANG Juhong6, ZHANG Songhai2,3,1()   

  1. 1. Department of Computer Science and Technology, Tsinghua University, Beijing 100084, China
    2. College of Computer Technology and Application, Qinghai University, Xining Qinghai 810016, China
    3. Qinghai Provincial Intelligent Computing and Application Laboratory, Xining Qinghai 810016, China
    4. Technology and Engineering Center for Space Utilization, Chinese Academy of Sciences, Beijing 100094, China
    5. Mathematical Sciences Center, Tsinghua University, Beijing 100084, China
    6. Shenzhen Tencent Ltd, Shenzhen Guangdong 518057, China
  • Received:2024-07-05 Accepted:2024-10-08 Published:2024-12-31 Online:2024-12-24
  • Contact: ZHANG Songhai (1978-), associate professor, Ph.D. His main research interests cover computer graphics and virtual reality, image/video processing. E-mail:shz@tsinghua.edu.cn
  • First author:REN Yangfu (1988-), PhD candidate. His main research interests cover computer graphics and virtual reality. E-mail:ryf21@mails.tsinghua.edu.cn
  • Supported by:
    National Key Research and Development Program of China(2021ZD0112902);Natural Science Foundation of China(62132012);Beijing Municipal Science and Technology Project(Z221100007722001);Tsinghua-Tencent Joint Laboratory for Internet Innovation Technology

摘要:

方向感是用户通过观察或漫游场景,根据个人感知建立心理地图,并理解和判断地图信息,产生对方向、角度、距离等信息判断的能力。在心理学和医学等领域,大量研究表明方向感由空间记忆、空间感知、空间想象等多重因素影响。在虚拟环境中,用户同样依赖这种能力判断方向,利用虚拟设备获取场景信息。本研究主要讨论用户如何通过空间记忆、感知与想象等能力在虚拟场景中判断方位。研究定义了用户的方向感度量包括准确率和效率2个方面,其中准确率是用户与目标朝向和位置的角度误差和距离误差,效率是用户判断方向的决策时间和到达目标的移动时间,通过6个实验,旨在探究视觉场景差异对用户方向感的影响。实验结果显示:①视觉信息是虚拟现实(VR)中用户判断方向的重要依据;②在场景结构相似的前提下,较小空间和较多物品的设置能够提升用户的方向感;③在视觉范围不变的前提下,场景风格的变化对用户方向感的影响较小。另外,用户方位判断的准确率还受到决策时间和移动时间的影响,其中移动时间的影响更为显著,而决策时间则影响相对较小。本研究的发现有助于VR场景构建、度量用户方向感、以及优化场景布局和提高用户导航能力。

关键词: 虚拟现实, 方向感, 角度, 距离, 时间, 空间认知

Abstract:

Sense of direction refers to the ability of users to construct mental maps based on their personal perceptions by observing or navigating scenes, allowing them to understand and interpret map information and make judgments on direction, angle, and distance. In fields such as psychology and medicine, numerous studies have shown that the sense of direction is influenced by multiple factors, including spatial memory, spatial perception, and spatial imagination. Within virtual environments, users also rely on this ability to judge direction, using virtual devices to gather scene information. This study primarily examined how users determine their orientation in virtual scenes through abilities such as spatial memory, perception, and imagination. The metric for users’ sense of direction in this study included two aspects: accuracy and efficiency. Accuracy refers to the angular and distance errors between the user’s and the target’s orientation and position, while efficiency refers to the decision time for the user to judge the direction and the time to move to the target. Six experiments were conducted to explore the impact of visual scene differences on users’ sense of direction. The experimental results showed that: ① visual information is a crucial factor for users’ direction judgments in virtual reality; ② within similarly structured scenes, smaller spaces with more objects enhanced users’ sense of direction; ③ changes in scene style had little impact on users’ sense of direction under constant visual range. Additionally, the accuracy of users’ orientation judgments was influenced by both decision and movement time, with movement time exerting a more significant effect, while decision time had a relatively smaller impact. The findings of this study provided valuable insights for virtual reality scene design, measuring user sense of direction, optimizing scene layouts, and enhancing user navigation capabilities.

Key words: virtual reality, sense of direction, angle, distance, time, spatial cognition

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